Taloc Raid Strategy Guide (incl Mythic)

Taloc Detailed Strategy Guide (incl Mythic) for Healers

Taloc is an extremely easy boss for the first raid boss this tier, particularly on mythic. Many raids one shot this boss, as long as they are aware of the basic mechanics of GTFO and “Don’t die to lazers.”

Phase 1:

The site is a basic fight where players need to ensure they’re running out with Hardened Arteries so they don’t kill everyone within their circle. Other than that, the raid can easily stack either in one group or in melee and range groups for AOE healing. But the healing is fairly light, as long as the raid is doing mechanics.

There is a cone attack that the boss periodically does called Cudgel of Gore, which is aimed towards the tank, but it can be deadly to those caught in it, so be aware you may need to heal those players up if they survive. It does have a 30 yard range however. The attack also removes any blood pools, so it can be useful if you are running out of usable floor space in this phase.

Phase 2:

The deadliest part of this fight is actually the elevator phase, where the floor slowly descends down to the bottom of the room. During this, there are lasers – Uldir Defensive Beams – on both heroic and mythic that will one shot anyone who gets hit by them. Your raid should stand in a group on the edge of the platform, where it is easy to watch the lasers over the side. But your raid will need to be constantly moving, as there are blood pools going out on the floor. So you do need to plan in advance where you need to be standing when the laser cuts through.

An alternative strategy for the elevator phase is to simply mark one player who is responsible for watching the laser placements, with the raid stacking on that person.

Note that the boss takes 99% reduced damage in this phase, so everyone should be on the adds NOT the boss.

It is possible to fall off the edge and land below, and depending on how high up the person is and what immunities they have, they may or may not survive the fall.

Phase 3:

The final phase is essentially the same as the first phase, with the added bonus you have much more room to work with and you can easily stack up for AOE healing as long as players are running out to drop off the debuff.